Scenario Controls - Umpire Controls

The Umpire controls are utilized by the Umpire or White controller to implement major changes and controls of the simulation while the scenario is running.  Neither the Blue or Red operators have access to these controls.  The intent is that these controls work from trut, not perception, and secondly they impact issues which a force controler in a real situation could not affect. This would include weather, automatic creation of new assets, and information infusion from external sources in the form of Intelligence.

The categories of Umpire Controls are:

Intelligence Report

This provides the umpire with the ability to both monitor the accuracy of intelligence assets relative to the actual scenario and to inject new information to the force commanders (red and blue) as though the information came from an intelligence source external to the scenario. This selection offers three sub-categories:

Monitor Detection Accuracy

The Detailed Detection Monitor Form interface allows the umpire to dynamically review the accuracy of detection reports on selected targets. The interface provides Truth data with a white background and Perception with a blue background  (as reported to the force players) with a light blue background. A number of the columns are interactive. For example , the first column (the target) provides current target status including location. In order to be monitored on this interface the target must be listed in the detailed_monitor database table. Targets will not automatically be added to this list.

The second area of this interface is a series of buttons. The information is broken down by sensor type (e.g. EO, IR, SAR). For each sensor type and target combination the interface provides a two-color button with amplifying data when clicked. The inner color indicates the timeliness ot any reports, starting at green (current) and then progressing through yellow and red as the reports get stale. The outer color is report accuracy, green for very accurate and then degrading through yellow and red. Clicking on the button will provide detection details.

The third area indicates the user confidence in the detection. When clicked a listing of the sensors and report times used to achieve the confidence is provided.

The fourth area provides a listing of the automated responses from the system. This is based upon the responses input into the sensor_cueing database table for this scenario. This table permits the user to designate which (if any) sensors should be tasked to confirm an initial report, either to add detection accuracy or confirm an uncertain detection. This is an example of possible responses with one selected.

The final entry indicates the automated system response, if any. Do not expect this column to be populated during a live exercise. The responses are based on the "Immediate high value target" rules defined under "Scenario Defn->Automatic Rules " in the Mission Planner mode.

For more information on the algorithm behind this interface click here

Review/Change Detailed Monitoring List

This interface permits users to change the detailed monitoring list  during runtime.  This list is used to specify the sensors included both on the "Monitor Detection Accuracy" interface, above, and the Sensor Detailed Detection Displays (information here).  Initially, this list is populated from user inputs defined during presimulation under the Data Collection option.  But during the execution of a run it's often useful to add (or delete) assets from this list to better understand detection states.  The interface (example) displays the current list and permits the user to add new assets to the list according to the side.  If one of the add options is selected the user is presented with a standard "map or list" asset selection widget (sample, more information on this interface is here).  Double-clicking on any asset row in the main interface will allow the user to delete the asset from the list.

NOTE - Only displayed assets are available through the "map or list" asset selection interface.  Sometimes you'll want to review other assets; often these aren't displayed because they're part of a ground unit and the display options are not set to display individual assets.  In this case you can change this option by going to "Map Controls->Display Unit Levels"

Create Runtime Detection Log

This interface is a runtime version of the detection log available during postprocessing.  But since it's immediately available during runtime it's sometimes very convenient.  The interface will ask the user to display the detection log for any asset through the "map and list" asset selector.  After selection details of detection attempts by all sensors will be displayed in tabular format (sample).  Currently this interface will be displayed on ALL umpire nodes currently connected to the simulation, not just the requesting one.  Moreover, if any of the umpire nodes closes the log it will close on all umpire nodes.  This might seem restrictive, but to date this approach has worked since this interface is generally used for quick-and-dirty scenario evaluation.

Items of interest include:
Note that there's also an option to "Close All Detailed Logs" under the Intel Report options.  Please use this to close the interface; if you just close the log window the simulation still marshalls and sends the information to the MMIs, which in turn can slow execution.
 
Create Intelligence Report

The Intel Reports Form interface permits the umpire to dynamically inject an intel report that is then sent to the force players (red and blue). This report consists of a location and a free format text message. It will show up on their map as a triangle and they will be able to review the text through their intelligence report interface.

The Intel Reports Form appears with the default data listed. By clicking on the Report Type bar the umpire is presented with a list of defined message types and can select one from this list. Next, the operator must either type in or select from the Map (screen) the required report data on the form:

If the field seems inappropriate to your specific report, ignore it. But it's generally useful to at least provide a location so you konw where the report will appear on the force players' screens. Finally, a free format message can be put in the textbox that takes up most of the bottom half of the interface. Finally, clicking on the Save and Send bars enters the new report into the system and boradcasts it to the player cells.

Review Intelligence Report

This is the same interface as used by the Blue and Red force players. This interface is used to:

  1. Send messages from the umpire cell to the player cells
  2. Send messages between the player cells
  3. Is used by certain sensor models (e.g. Recon and others employing TacElint) to provide a local perceived SitRep.

The Intel Reports Form appears with the Intel Report Review options listed.

First two bars at the bottom of the form are:

Select Intel Icon - from which the Intelligence Icon can be selected by the user from the screen and data concerning that specific object is presented in the text block of the form.

Go to Next Report - displays the next report in listed by numerical sequence.

Report data is listed on the  lines that follow and a free format text message is provided in the text box.

Click here for a populated example.

Asset Controls

These are the overarching umpire scenario controls that permit the umpire to add and delete assets. In addition an interface to provide arbitrary communication degradation is provided.

This selection offers threse sub-categories:

Add New Asset

The Asset Creation Form appears on which a new asset may be created. The user must input the:

Clicking on the Create option after filling in this data will generate a new platform of this type in the desired location IF THE PLATFORM IS DEFINED IN THE DATABASE. It need not be defined in this particular scenario; just in the database prototyping. If not, the simulation will attempt to create a "Spare" asset in the desired location.

Kill Red Assets / Kill Blue Assets

Basic control for arbitrarily elminiating a scenario asset. Clicking on either option will make the Kill Controls Form appear. This interface permits the user to specify an asset for destruction and command it's termination. The "Asset Selected" block in the standard asset selection widget. Click here for details.

Finally,The Confirm Kill bar confirms the asset killed, but only after the asset is picked.

The reason there are two interfaces for killing assets (one red and one blue) is to simplify the umpires' jobs by prefiltering the assets to be killed to minimize mistakes.

    Change Communications

The COMM LINK JAMMING SPECIFICATION Form allows the user to select the Assets to Jam from a list of assets.   This is a simple 1st-order communications jamming representation appropriate to any time you don't want to worry about fully defining a communications jammer with all of the associated subystem parameters to adversely affect the opponents communications.  In addition to being much easier to use than a more realistic simulation, this communications jamming algorithm will work with the "perfect communications" module; the more realistic simulations require either the stratcam or gnet communications module to work correctly.

 The probability of acceptable message is set via a sliding scale under New Prob. Acceptable Message section. The side's (Red, Blue, White ) asset filters are chosen by off/on buttons. When the asset is selected (Map Pick ) the North/South/East/West Lat/Longs appear on the lower portion of   the form. The asset may also be selected from a menu that appears when the Filter By Type bar is clicked. Execute activates the choices.

Status Reports

The Umpire Status Reports generate reports based upon the simulation "truth" to monitor the scenario. These reports the operator with the capability to find the status of groups or assets in the simulation.  Options are available to the user include:

Full Group Status

Selection brings up the groupreports Form with details on the selected group. This report is also saved in the file /tmp/groupreports and is intended to be printed from that location. The report divides the blue and red groups into two sections. The original purpose behind this report was to support a wargame's group status report requirements. This was done by printing this report, cutting it into two parts, and sending those two parts from the umpire cell to the Red & Blue force cells.

Unit Reports in an Area

This is an interface permitting the user to select an area on the map and then generate an overview of the groups (and assets) in the selected area. Click here for an example.

Detection Uncertainty (Off/On Button)

The purpose of this form is to evaluate battlefield uncertainty by determining the possible confusion of friend/foe/neutral elements in a scenario based upon how long it's been since the assets where detected and identified and how accurate the last detection was. The algorithm determines where elements might have actually been at the time of detection and how far they might have moved in the meantime and determines where there's an overlap between where a friendly and a foe (or neutral) might have gone. Any current contact made with with an element in these overlapping areas is a possible combat ambiguity, which might lead to either inadvertent fratricide of a friendly or inadvertantly not engaging a hostile until he demostrates hostile intentions, thereby surrendering battlefield initiative.

Outputs include

1) A graphical depiction of the possible movement areas, as shown here for a worst-case (non-directional) ground situation, and

2) Statistics on the number of assets that might be in ambiguous areas and the area involved. Sample . Note that this report will be generated only if the user selects"generate Full Statistics" on the interface. Also note that red, white and blue asset overlap information is available on different pages that can be accessed by clicking on the appropriate radiobutton on this form.

By turning the Detection Uncertainty on - two forms appear:

Detection Parameters Form

On this form either Ground Vehicles, Aircraft or Surface Ships may be chosen at the top of this form. The choice will affect the default speeds assets can move.

Once the category of asset is picked, the area is defined by typing the North, East, South, West coordinates on the form or defining the area on the map. This specifies the region in which the uncertainty calculations will be performed.

The Report Interval (Seconds) is selected on a scale bar (15-900 seconds). This is the delay between reports during which friendlies and foes might move into ambiguous area.

The Sensor Report Latency (Seconds) is selected on a scale bar (0-600 seconds). This latency is used to determine how far the players could have gone. It's combined with the time since last report (regulated in part by the report interval, above) to determine the travel time.

The Sensor Detection Error (Meters) is selected on a scale bar (0-1000 meters). This is the initial detection error on any target.

The Generate Full Statistics bar is an On/Off control. If off only the overlapping areas will be shown. If on, the statistics window will also be populated.

The Generate Uncertainty Display Dynamically button is an On/Off control.

The Threat Speed Estimate section  permits the user to select

The Theat Direction Options include:

The Movement Indicator includes:

    This form allows the user add a direction ray from the asset in it's current direction. The size of the bar indicates the speed.                         Additionally, the user can add asset name to the map display. This is generally only useful for very small vignettes.

The Select Area bar near the bottom of the form allows the user to select the area from the screen at which time the area data is transferred to the form.

Choosing the Accept button starts the calculation of areas of ambiguity.

Detection Confusion Evaluation Form

This is an output form presenting the evaluation of detection confusion for each of the three sides: Red,White , or Blue. Each side is presented separately when selected.

By selecting the Reload bar the Select Data File Form appears.  The user may select the Directory Form appears with a drop down menu listing the directories and levels.  The Filename line is used to fill in the filename. Another bar labeled Files of Type at the bottom of the form allows the user to view any other files of the same type.

The Plot bar presents the pertinent data on the screen.

Modify Environment

This option allows the umpire to modify four aspects of the environment:

Weather

The Weather Insertion Form appears with eight aspects of the weather included.  These may be entered manually or with the Select Location From Map bar below:

Nudets

A nuclear explosion that does not result from scenario play (e.g. An explosion set off by a terrorist) may be entered on the Nudet Insertion Form . To make this form easy to use a notional 350 kiloton blast is set off at any indicated area.

Minefield

Minefields may be inserted into the scenario via the Minefield Insertion Form .

The parameters of the minefield may either be entered manually by entering the location bars defining the Northern, Eastern, Southern & Westesn Latitudes an d Longitudes. Or the umpire can click on the "Select Location from Map" button and click on two opposite corners.

The user may also choose to:

Finally, the Enter Data enters the data filled-in above to the simulation. Because this originates from the Umpire the changes will be immediately invoked.

Biochem

A chemical or biological event may be added to the environment via the Chemical Insertion Form .